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Eui Jun Jeong

Biographic Data

ID5853878
NAMEEui Jun Jeong
GIVEN NAMESEui Jun
FAMILY NAMEJeong
SIGNATUREJEONG E J
AFFILIATIONSKonkuk University
ORCID0000-0002-5718-8476
VERIFIEDYes
TOTAL WORKS6
TOTAL CITATIONS8
AUTHOR COUNT6
EDITOR COUNT0
FIRST PUBLICATION YEAR2017
LATEST PUBLICATION YEAR2024
H-INDEX1
  • Social intelligence and pathological gaming

    Open Access•Sung Je Lee, Eui Jun Jeong et al.•ARTICLE•Frontiers in Psychiatry•2024

    The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming

  • Pathological gaming

    Christopher J Ferguson, Chris Ferguson et al.•ARTICLE•The Journal of General Psychology•2022

    Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathologi…

  • Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control

    Open Access•Eui Jun Jeong, Dae‐Young Lee et al.•ARTICLE•Social Behavior and Personality…•2021

    We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…

  • Disruptive behaviors in online games

    Open Access•Sung Je Lee, Eui Jun Jeong et al.•ARTICLE•Social Behavior and Personality…•2019

    Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…

  • Pathological Gaming in Young Adolescents

    Open Access•Eui Jun Jeong, Christopher J Ferguson et al.•ARTICLE•Journal of Youth and Adolescence•2019•Cited by: 8•References: 48

  • Therapeutic role of player self-efficacy in online gaming

    Open Access•Hye Rim Lee, Eui Jun Jeong•ARTICLE•Social Behavior and Personality…•2017

    We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted th…

  • Pathological Gaming in Young Adolescents

    Open Access•Eui Jun Jeong, Christopher J Ferguson et al.•ARTICLE•Journal of Youth and Adolescence•2019•Cited by: 8•References: 48

  • Therapeutic role of player self-efficacy in online gaming

    Open Access•Hye Rim Lee, Eui Jun Jeong•ARTICLE•Social Behavior and Personality…•2017

    We investigated the effects of life and game self-efficacy of players of online games on the psychosocial factors of depression, loneliness, and aggression, exploring these relationships via an integrated path model using multidimensional factors of each construct. With survey data from 1,227 Korean online gamers, we examined how coping and social aspects of life and game self-efficacy affect these psychosocial factors. The results highlighted th…

  • Disruptive behaviors in online games

    Open Access•Sung Je Lee, Eui Jun Jeong et al.•ARTICLE•Social Behavior and Personality…•2019

    Disruptive behaviors, such as intentional violations and verbal attacks, frequently happen in multiplayer online games. However, few studies have been conducted to empirically explore the antecedents to such disruptive behaviors or the role of moral positioning in relation to such behaviors. With 343 players of the game League of Legends , we tested an integrated path model of the relationships among moral positioning (i.e., preference for evil r…

  • Pathological Gaming in Young Adolescents

    Open Access•Eui Jun Jeong, Christopher J Ferguson et al.•ARTICLE•Journal of Youth and Adolescence•2019•Cited by: 8•References: 48

  • Pathological gaming in South Korean adolescents from the perspectives of self-esteem and self-control

    Open Access•Eui Jun Jeong, Dae‐Young Lee et al.•ARTICLE•Social Behavior and Personality…•2021

    We empirically tested how environmental factors (i.e., parents, peers, and teachers) around South Korean adolescents affect the psychological factors (i.e., self-esteem and self-control) related to self-identify formation, and how each of these factors ultimately affects pathological gaming. Using a three-wave (6-month interval per wave) panel survey design, we conducted a survey with 1,037 adolescents in South Korea and verified the relationship…

  • Pathological gaming

    Christopher J Ferguson, Chris Ferguson et al.•ARTICLE•The Journal of General Psychology•2022

    Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathologi…

  • Social intelligence and pathological gaming

    Open Access•Sung Je Lee, Eui Jun Jeong et al.•ARTICLE•Frontiers in Psychiatry•2024

    The study's findings suggest that bolstering adolescents' social aptitude and addressing mental health concerns could serve as beneficial interventions in tackling issues associated with excessive media engagement among youth. These findings suggest that, within the context of adolescent pathological gaming, social intelligence could significantly affect aggression and emerge as a key variable that may lead to pathological gaming

Psychology (6 works) · Clinical Psychology (5 works) · Clinical Psychology (5 works) · Social Psychology (5 works) · Social Psychology (5 works) · Impact of Technology on Adolescents (4 works) · Medicine (4 works) · Pathological (4 works) · Psychological and Temporal Perspectives Research (4 works) · Aggression (3 works)

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